using System;
using System.Collections.Generic;
using System.Linq;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Audio;
using Microsoft.Xna.Framework.Content;
using Microsoft.Xna.Framework.GamerServices;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
using Microsoft.Xna.Framework.Media;
using Sim3D_practicum.Physics;
using Sim3D_practicum.Components;

namespace Sim3D_practicum
{
    /// <summary>
    /// This is the main type for your game
    /// </summary>
    public class Main : Microsoft.Xna.Framework.Game
    {
        GraphicsDeviceManager graphics;
        SpriteBatch spriteBatch;
        Pooltable table;

        public Main( )
        {
            graphics = new GraphicsDeviceManager( this );
            Content.RootDirectory = "Content";
            table = new Pooltable(new Vector3(250,0,250), this);
        }

        /// <summary>
        /// Allows the game to perform any initialization it needs to before starting to run.
        /// This is where it can query for any required services and load any non-graphic
        /// related content.  Calling base.Initialize will enumerate through any components
        /// and initialize them as well.
        /// </summary>
        protected override void Initialize( )
        {
            // TODO: Add your initialization logic here
            table.Initialize();
            base.Initialize( );
        }

        /// <summary>
        /// LoadContent will be called once per game and is the place to load
        /// all of your content.
        /// </summary>
        protected override void LoadContent( )
        {
            // Create a new SpriteBatch, which can be used to draw textures.
            spriteBatch = new SpriteBatch( GraphicsDevice );
            table.sprite = spriteBatch;

            // TODO: use this.Content to load your game content here
        }

        /// <summary>
        /// UnloadContent will be called once per game and is the place to unload
        /// all content.
        /// </summary>
        protected override void UnloadContent( )
        {
            // TODO: Unload any non ContentManager content here
        }

        /// <summary>
        /// Allows the game to run logic such as updating the world,
        /// checking for collisions, gathering input, and playing audio.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        protected override void Update( GameTime gameTime )
        {
            // Allows the game to exit
            if ( GamePad.GetState( PlayerIndex.One ).Buttons.Back == ButtonState.Pressed )
                this.Exit( );

            // TODO: Add your update logic here
            table.Update(gameTime);
            base.Update( gameTime );
        }

        /// <summary>
        /// This is called when the game should draw itself.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        protected override void Draw( GameTime gameTime )
        {
            GraphicsDevice.Clear( Color.CornflowerBlue );

            // TODO: Add your drawing code here
            table.Draw(gameTime);
            base.Draw( gameTime );
        }
    }
}